Reconstruction of character models and refinement of model UV


As the clay model I created did not meet my vision for this, I recreated this robot character model directly in the computer in the meantime.


After I had created the model I started to try to change its UV map, but an accident happened that I did not expect. Because I had created too many square-like mechanical surfaces, they each had tiny, individual surfaces as shown in the upper part of the picture above, overly repetitive and unidentifiable squares. I don’t know if it was the excessive threads that caused my computer to lag or what, but I couldn’t get the model to stitch properly, even though I had successfully used the technique on the previous model.

In the end, several unsuccessful attempts at stitching the UV line I tried another way to make up for this blunder. First of all, I UV’d the different parts of the model, left and right hand, head, chest, waist, bottom and both legs, as shown in the picture above. As I had envisioned most of the robot’s skin to be more of an old monochrome metallic look, I placed the glowing and special areas at the bottom for alteration, such as the camera mirror on the head, the screen and backpack on the chest and the signal unit at the top.